//===----------------------------------------------------------------------===//
//
// This source file is part of the Soto for AWS open source project
//
// Copyright (c) 2017-2021 the Soto project authors
// Licensed under Apache License v2.0
//
// See LICENSE.txt for license information
// See CONTRIBUTORS.txt for the list of Soto project authors
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// SPDX-License-Identifier: Apache-2.0
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//===----------------------------------------------------------------------===//

// THIS FILE IS AUTOMATICALLY GENERATED by https://github.com/soto-project/soto/tree/main/CodeGenerator. DO NOT EDIT.

@_exported import SotoCore

/// Service object for interacting with AWS GameLift service.
///
/// Amazon GameLift Service GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.   About GameLift solutions  Get more information on these GameLift solutions in the Amazon GameLift Developer Guide.   Managed GameLift -- GameLift offers a fully managed service to set up and maintain computing machines for hosting, manage game session and player session life cycle, and handle security, storage, and performance tracking. You can use automatic scaling tools to balance hosting costs against meeting player demand., configure your game session management to minimize player latency, or add FlexMatch for matchmaking.   Managed GameLift with Realtime Servers – With GameLift Realtime Servers, you can quickly configure and set up game servers for your game. Realtime Servers provides a game server framework with core Amazon GameLift infrastructure already built in.   GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while managing your own EC2 instances and Auto Scaling groups for game hosting. GameLift FleetIQ provides optimizations that make low-cost Spot Instances viable for game hosting.     About this API Reference  This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific SDK guides and the AWS CLI reference with each operation and data type topic. Useful links:    GameLift API operations listed by tasks      GameLift tools and resources
public struct GameLift: AWSService {
    // MARK: Member variables

    /// Client used for communication with AWS
    public let client: AWSClient
    /// Service configuration
    public let config: AWSServiceConfig

    // MARK: Initialization

    /// Initialize the GameLift client
    /// - parameters:
    ///     - client: AWSClient used to process requests
    ///     - region: Region of server you want to communicate with. This will override the partition parameter.
    ///     - partition: AWS partition where service resides, standard (.aws), china (.awscn), government (.awsusgov).
    ///     - endpoint: Custom endpoint URL to use instead of standard AWS servers
    ///     - timeout: Timeout value for HTTP requests
    public init(
        client: AWSClient,
        region: SotoCore.Region? = nil,
        partition: AWSPartition = .aws,
        endpoint: String? = nil,
        timeout: TimeAmount? = nil,
        byteBufferAllocator: ByteBufferAllocator = ByteBufferAllocator(),
        options: AWSServiceConfig.Options = []
    ) {
        self.client = client
        self.config = AWSServiceConfig(
            region: region,
            partition: region?.partition ?? partition,
            amzTarget: "GameLift",
            service: "gamelift",
            serviceProtocol: .json(version: "1.1"),
            apiVersion: "2015-10-01",
            endpoint: endpoint,
            errorType: GameLiftErrorType.self,
            timeout: timeout,
            byteBufferAllocator: byteBufferAllocator,
            options: options
        )
    }

    // MARK: API Calls

    /// Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.  When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error. To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.  If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.   Learn more    Add FlexMatch to a Game Client    FlexMatch Events Reference   Related operations     StartMatchmaking     DescribeMatchmaking     StopMatchmaking     AcceptMatch     StartMatchBackfill
    public func acceptMatch(_ input: AcceptMatchInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<AcceptMatchOutput> {
        return self.client.execute(operation: "AcceptMatch", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.  To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.  When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED (using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases:   If the game server utilization status is UTILIZED.   If the game server claim status is CLAIMED.    When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.   Learn more   GameLift FleetIQ Guide   Related operations     RegisterGameServer     ListGameServers     ClaimGameServer     DescribeGameServer     UpdateGameServer     DeregisterGameServer
    public func claimGameServer(_ input: ClaimGameServerInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ClaimGameServerOutput> {
        return self.client.execute(operation: "ClaimGameServer", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.  Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.  To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.    CreateAlias     ListAliases     DescribeAlias     UpdateAlias     DeleteAlias     ResolveAlias
    public func createAlias(_ input: CreateAliasInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateAliasOutput> {
        return self.client.execute(operation: "CreateAlias", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.   When setting up a new game build for GameLift, we recommend using the AWS CLI command  upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.   The CreateBuild operation can used in the following scenarios:   To create a new game build with build files that are in an S3 location under an AWS account that you control. To use this option, you must first give Amazon GameLift access to the S3 bucket. With permissions in place, call CreateBuild and specify a build name, operating system, and the S3 storage location of your game build.   To directly upload your build files to a GameLift S3 location. To use this option, first call CreateBuild and specify a build name and operating system. This operation creates a new build resource and also returns an S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift S3 location once only; that can't be updated.    If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.  Learn more   Uploading Your Game    Create a Build with Files in Amazon S3   Related operations     CreateBuild     ListBuilds     DescribeBuild     UpdateBuild     DeleteBuild
    public func createBuild(_ input: CreateBuildInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateBuildOutput> {
        return self.client.execute(operation: "CreateBuild", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.  To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a runtime configuration, which determines how game servers will run on each instance in the fleet.  If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:   Creates a fleet resource. Status: NEW.   Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console.   Sets the fleet's target capacity to 1 (desired instances), which triggers Amazon GameLift to start one new EC2 instance.   Downloads the game build or Realtime script to the new instance and installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING.    Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each process launch by a few seconds. Status: ACTIVATING.   Sets the fleet's status to ACTIVE as soon as one server process is ready to host a game session.    Learn more   Setting Up Fleets   Debug Fleet Creation Issues   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes     UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func createFleet(_ input: CreateFleetInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateFleetOutput> {
        return self.client.execute(operation: "CreateFleet", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following:    An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see  Launching an Instance from a Launch Template in the Amazon EC2 User Guide.    An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the GameLift FleetIQ Developer Guide.   To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.  Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func createGameServerGroup(_ input: CreateGameServerGroupInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateGameServerGroupOutput> {
        return self.client.execute(operation: "CreateGameServerGroup", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates a multiplayer game session for players. This operation creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it. To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.  Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.  Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.  Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.  Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.  Available in Amazon GameLift Local.     CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func createGameSession(_ input: CreateGameSessionInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateGameSessionOutput> {
        return self.client.execute(operation: "CreateGameSession", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.  Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.  Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.  To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.  Learn more    Design a Game Session Queue    Create a Game Session Queue   Related operations     CreateGameSessionQueue     DescribeGameSessionQueues     UpdateGameSessionQueue     DeleteGameSessionQueue
    public func createGameSessionQueue(_ input: CreateGameSessionQueueInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateGameSessionQueueOutput> {
        return self.client.execute(operation: "CreateGameSessionQueue", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.  To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service (SNS) to receive matchmaking notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.  Learn more    FlexMatch Developer Guide    Design a FlexMatch Matchmaker    Set Up FlexMatch Event Notification   Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func createMatchmakingConfiguration(_ input: CreateMatchmakingConfigurationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateMatchmakingConfigurationOutput> {
        return self.client.execute(operation: "CreateMatchmakingConfiguration", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.  To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.  Learn more     Build a Rule Set     Design a Matchmaker     Matchmaking with FlexMatch     Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func createMatchmakingRuleSet(_ input: CreateMatchmakingRuleSetInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateMatchmakingRuleSetOutput> {
        return self.client.execute(operation: "CreateMatchmakingRuleSet", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player. To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.   Available in Amazon GameLift Local.     CreatePlayerSession     CreatePlayerSessions     DescribePlayerSessions    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func createPlayerSession(_ input: CreatePlayerSessionInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreatePlayerSessionOutput> {
        return self.client.execute(operation: "CreatePlayerSession", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player. To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.  Available in Amazon GameLift Local.     CreatePlayerSession     CreatePlayerSessions     DescribePlayerSessions    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func createPlayerSessions(_ input: CreatePlayerSessionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreatePlayerSessionsOutput> {
        return self.client.execute(operation: "CreatePlayerSessions", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.  To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:    A locally available directory. Use the ZipFile parameter for this option.   An Amazon Simple Storage Service (Amazon S3) bucket under your AWS account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.    If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.  Learn more   Amazon GameLift Realtime Servers   Set Up a Role for Amazon GameLift Access   Related operations     CreateScript     ListScripts     DescribeScript     UpdateScript     DeleteScript
    public func createScript(_ input: CreateScriptInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateScriptOutput> {
        return self.client.execute(operation: "CreateScript", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.  To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.  The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.     CreateVpcPeeringAuthorization     DescribeVpcPeeringAuthorizations     DeleteVpcPeeringAuthorization     CreateVpcPeeringConnection     DescribeVpcPeeringConnections     DeleteVpcPeeringConnection
    public func createVpcPeeringAuthorization(_ input: CreateVpcPeeringAuthorizationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateVpcPeeringAuthorizationOutput> {
        return self.client.execute(operation: "CreateVpcPeeringAuthorization", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.  To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.     CreateVpcPeeringAuthorization     DescribeVpcPeeringAuthorizations     DeleteVpcPeeringAuthorization     CreateVpcPeeringConnection     DescribeVpcPeeringConnections     DeleteVpcPeeringConnection
    public func createVpcPeeringConnection(_ input: CreateVpcPeeringConnectionInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<CreateVpcPeeringConnectionOutput> {
        return self.client.execute(operation: "CreateVpcPeeringConnection", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.    CreateAlias     ListAliases     DescribeAlias     UpdateAlias     DeleteAlias     ResolveAlias
    @discardableResult public func deleteAlias(_ input: DeleteAliasInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<Void> {
        return self.client.execute(operation: "DeleteAlias", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID.   Learn more    Upload a Custom Server Build   Related operations     CreateBuild     ListBuilds     DescribeBuild     UpdateBuild     DeleteBuild
    @discardableResult public func deleteBuild(_ input: DeleteBuildInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<Void> {
        return self.client.execute(operation: "DeleteBuild", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity. If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process. This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes     UpdateFleetAttributes     StartFleetActions or StopFleetActions
    @discardableResult public func deleteFleet(_ input: DeleteFleetInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<Void> {
        return self.client.execute(operation: "DeleteFleet", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:   The game server group   The corresponding Auto Scaling group   All game servers that are currently running in the group   To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. GameLift FleetIQ emits delete events to Amazon CloudWatch.  Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func deleteGameServerGroup(_ input: DeleteGameServerGroupInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DeleteGameServerGroupOutput> {
        return self.client.execute(operation: "DeleteGameServerGroup", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.  Learn more    Using Multi-Region Queues   Related operations     CreateGameSessionQueue     DescribeGameSessionQueues     UpdateGameSessionQueue     DeleteGameSessionQueue
    public func deleteGameSessionQueue(_ input: DeleteGameSessionQueueInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DeleteGameSessionQueueOutput> {
        return self.client.execute(operation: "DeleteGameSessionQueue", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.  Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func deleteMatchmakingConfiguration(_ input: DeleteMatchmakingConfigurationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DeleteMatchmakingConfigurationOutput> {
        return self.client.execute(operation: "DeleteMatchmakingConfiguration", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.   Learn more     Build a Rule Set     Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func deleteMatchmakingRuleSet(_ input: DeleteMatchmakingRuleSetInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DeleteMatchmakingRuleSetOutput> {
        return self.client.execute(operation: "DeleteMatchmakingRuleSet", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.    DescribeFleetCapacity     UpdateFleetCapacity     DescribeEC2InstanceLimits    Manage scaling policies:    PutScalingPolicy (auto-scaling)    DescribeScalingPolicies (auto-scaling)    DeleteScalingPolicy (auto-scaling)     Manage fleet actions:    StartFleetActions     StopFleetActions
    @discardableResult public func deleteScalingPolicy(_ input: DeleteScalingPolicyInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<Void> {
        return self.client.execute(operation: "DeleteScalingPolicy", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).  To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.  Learn more   Amazon GameLift Realtime Servers   Related operations     CreateScript     ListScripts     DescribeScript     UpdateScript     DeleteScript
    @discardableResult public func deleteScript(_ input: DeleteScriptInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<Void> {
        return self.client.execute(operation: "DeleteScript", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.     CreateVpcPeeringAuthorization     DescribeVpcPeeringAuthorizations     DeleteVpcPeeringAuthorization     CreateVpcPeeringConnection     DescribeVpcPeeringConnections     DeleteVpcPeeringConnection
    public func deleteVpcPeeringAuthorization(_ input: DeleteVpcPeeringAuthorizationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DeleteVpcPeeringAuthorizationOutput> {
        return self.client.execute(operation: "DeleteVpcPeeringAuthorization", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.  Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.     CreateVpcPeeringAuthorization     DescribeVpcPeeringAuthorizations     DeleteVpcPeeringAuthorization     CreateVpcPeeringConnection     DescribeVpcPeeringConnections     DeleteVpcPeeringConnection
    public func deleteVpcPeeringConnection(_ input: DeleteVpcPeeringConnectionInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DeleteVpcPeeringConnectionOutput> {
        return self.client.execute(operation: "DeleteVpcPeeringConnection", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.  To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.  Learn more   GameLift FleetIQ Guide   Related operations     RegisterGameServer     ListGameServers     ClaimGameServer     DescribeGameServer     UpdateGameServer     DeregisterGameServer
    @discardableResult public func deregisterGameServer(_ input: DeregisterGameServerInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<Void> {
        return self.client.execute(operation: "DeregisterGameServer", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.  To get alias properties, specify the alias ID. If successful, the requested alias record is returned.    CreateAlias     ListAliases     DescribeAlias     UpdateAlias     DeleteAlias     ResolveAlias
    public func describeAlias(_ input: DescribeAliasInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeAliasOutput> {
        return self.client.execute(operation: "DescribeAlias", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.  Learn more    Upload a Custom Server Build   Related operations     CreateBuild     ListBuilds     DescribeBuild     UpdateBuild     DeleteBuild
    public func describeBuild(_ input: DescribeBuildInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeBuildOutput> {
        return self.client.execute(operation: "DescribeBuild", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the following information for the specified EC2 instance type:   Maximum number of instances allowed per AWS account (service limit).   Current usage for the AWS account.   To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types. Note that the instance types offered may vary depending on the region.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes     UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeEC2InstanceLimits(_ input: DescribeEC2InstanceLimitsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeEC2InstanceLimitsOutput> {
        return self.client.execute(operation: "DescribeEC2InstanceLimits", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves core properties, including configuration, status, and metadata, for a fleet.  To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.  Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number.   Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet    Describe fleets:    DescribeFleetAttributes     DescribeFleetCapacity     DescribeFleetPortSettings     DescribeFleetUtilization     DescribeRuntimeConfiguration     DescribeEC2InstanceLimits     DescribeFleetEvents       UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeFleetAttributes(_ input: DescribeFleetAttributesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeFleetAttributesOutput> {
        return self.client.execute(operation: "DescribeFleetAttributes", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization. You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.  Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.   Learn more   Setting up GameLift Fleets   GameLift Metrics for Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet    Describe fleets:    DescribeFleetAttributes     DescribeFleetCapacity     DescribeFleetPortSettings     DescribeFleetUtilization     DescribeRuntimeConfiguration     DescribeEC2InstanceLimits     DescribeFleetEvents       UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeFleetCapacity(_ input: DescribeFleetCapacityInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeFleetCapacityOutput> {
        return self.client.execute(operation: "DescribeFleetCapacity", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet    Describe fleets:    DescribeFleetAttributes     DescribeFleetCapacity     DescribeFleetPortSettings     DescribeFleetUtilization     DescribeRuntimeConfiguration     DescribeEC2InstanceLimits     DescribeFleetEvents       UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeFleetEvents(_ input: DescribeFleetEventsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeFleetEventsOutput> {
        return self.client.execute(operation: "DescribeFleetEvents", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet use connections that fall in this range.  To get a fleet's inbound connection permissions, specify the fleet's unique identifier. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet    Describe fleets:    DescribeFleetAttributes     DescribeFleetCapacity     DescribeFleetPortSettings     DescribeFleetUtilization     DescribeRuntimeConfiguration     DescribeEC2InstanceLimits     DescribeFleetEvents       UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeFleetPortSettings(_ input: DescribeFleetPortSettingsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeFleetPortSettingsOutput> {
        return self.client.execute(operation: "DescribeFleetPortSettings", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found.   Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.   Learn more   Setting up GameLift Fleets   GameLift Metrics for Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet    Describe fleets:    DescribeFleetAttributes     DescribeFleetCapacity     DescribeFleetPortSettings     DescribeFleetUtilization     DescribeRuntimeConfiguration     DescribeEC2InstanceLimits     DescribeFleetEvents       UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeFleetUtilization(_ input: DescribeFleetUtilizationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeFleetUtilizationOutput> {
        return self.client.execute(operation: "DescribeFleetUtilization", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.  To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.   Learn more   GameLift FleetIQ Guide   Related operations     RegisterGameServer     ListGameServers     ClaimGameServer     DescribeGameServer     UpdateGameServer     DeregisterGameServer
    public func describeGameServer(_ input: DescribeGameServerInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameServerOutput> {
        return self.client.execute(operation: "DescribeGameServer", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly. To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.  Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func describeGameServerGroup(_ input: DescribeGameServerGroupInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameServerGroupOutput> {
        return self.client.execute(operation: "DescribeGameServerGroup", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties. To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.  This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.  Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func describeGameServerInstances(_ input: DescribeGameServerInstancesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameServerInstancesOutput> {
        return self.client.execute(operation: "DescribeGameServerInstances", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.  To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.    CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func describeGameSessionDetails(_ input: DescribeGameSessionDetailsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameSessionDetailsOutput> {
        return self.client.execute(operation: "DescribeGameSessionDetails", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.    CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func describeGameSessionPlacement(_ input: DescribeGameSessionPlacementInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameSessionPlacementOutput> {
        return self.client.execute(operation: "DescribeGameSessionPlacement", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.  Learn more    View Your Queues   Related operations     CreateGameSessionQueue     DescribeGameSessionQueues     UpdateGameSessionQueue     DeleteGameSessionQueue
    public func describeGameSessionQueues(_ input: DescribeGameSessionQueuesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameSessionQueuesOutput> {
        return self.client.execute(operation: "DescribeGameSessionQueues", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails. To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.  Available in Amazon GameLift Local.     CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func describeGameSessions(_ input: DescribeGameSessionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeGameSessionsOutput> {
        return self.client.execute(operation: "DescribeGameSessions", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all instances in the fleet or get details on one specific instance. To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.  Learn more   Remotely Access Fleet Instances   Debug Fleet Issues   Related operations     DescribeInstances     GetInstanceAccess
    public func describeInstances(_ input: DescribeInstancesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeInstancesOutput> {
        return self.client.execute(operation: "DescribeInstances", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.  To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists. This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.   Learn more    Add FlexMatch to a Game Client    Set Up FlexMatch Event Notification   Related operations     StartMatchmaking     DescribeMatchmaking     StopMatchmaking     AcceptMatch     StartMatchBackfill
    public func describeMatchmaking(_ input: DescribeMatchmakingInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeMatchmakingOutput> {
        return self.client.execute(operation: "DescribeMatchmaking", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the details of FlexMatch matchmaking configurations.  This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.  If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.   Learn more    Setting Up FlexMatch Matchmakers   Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func describeMatchmakingConfigurations(_ input: DescribeMatchmakingConfigurationsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeMatchmakingConfigurationsOutput> {
        return self.client.execute(operation: "DescribeMatchmakingConfigurations", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.   Learn more     Build a Rule Set     Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func describeMatchmakingRuleSets(_ input: DescribeMatchmakingRuleSetsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeMatchmakingRuleSetsOutput> {
        return self.client.execute(operation: "DescribeMatchmakingRuleSets", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.  To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.  Available in Amazon GameLift Local.     CreatePlayerSession     CreatePlayerSessions     DescribePlayerSessions    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func describePlayerSessions(_ input: DescribePlayerSessionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribePlayerSessionsOutput> {
        return self.client.execute(operation: "DescribePlayerSessions", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet. To get a runtime configuration, specify the fleet's unique identifier. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.  Learn more   Setting up GameLift Fleets   Running Multiple Processes on a Fleet   Related operations     CreateFleet     ListFleets     DeleteFleet    Describe fleets:    DescribeFleetAttributes     DescribeFleetCapacity     DescribeFleetPortSettings     DescribeFleetUtilization     DescribeRuntimeConfiguration     DescribeEC2InstanceLimits     DescribeFleetEvents       UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func describeRuntimeConfiguration(_ input: DescribeRuntimeConfigurationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeRuntimeConfigurationOutput> {
        return self.client.execute(operation: "DescribeRuntimeConfiguration", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves all scaling policies applied to a fleet. To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet. A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.    DescribeFleetCapacity     UpdateFleetCapacity     DescribeEC2InstanceLimits    Manage scaling policies:    PutScalingPolicy (auto-scaling)    DescribeScalingPolicies (auto-scaling)    DeleteScalingPolicy (auto-scaling)     Manage fleet actions:    StartFleetActions     StopFleetActions
    public func describeScalingPolicies(_ input: DescribeScalingPoliciesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeScalingPoliciesOutput> {
        return self.client.execute(operation: "DescribeScalingPolicies", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves properties for a Realtime script.  To request a script record, specify the script ID. If successful, an object containing the script properties is returned.  Learn more   Amazon GameLift Realtime Servers   Related operations     CreateScript     ListScripts     DescribeScript     UpdateScript     DeleteScript
    public func describeScript(_ input: DescribeScriptInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeScriptOutput> {
        return self.client.execute(operation: "DescribeScript", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.     CreateVpcPeeringAuthorization     DescribeVpcPeeringAuthorizations     DeleteVpcPeeringAuthorization     CreateVpcPeeringConnection     DescribeVpcPeeringConnections     DeleteVpcPeeringConnection
    public func describeVpcPeeringAuthorizations(_ input: DescribeVpcPeeringAuthorizationsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeVpcPeeringAuthorizationsOutput> {
        return self.client.execute(operation: "DescribeVpcPeeringAuthorizations", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.  To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.     CreateVpcPeeringAuthorization     DescribeVpcPeeringAuthorizations     DeleteVpcPeeringAuthorization     CreateVpcPeeringConnection     DescribeVpcPeeringConnections     DeleteVpcPeeringConnection
    public func describeVpcPeeringConnections(_ input: DescribeVpcPeeringConnectionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<DescribeVpcPeeringConnectionsOutput> {
        return self.client.execute(operation: "DescribeVpcPeeringConnections", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.  See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.     CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func getGameSessionLogUrl(_ input: GetGameSessionLogUrlInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<GetGameSessionLogUrlOutput> {
        return self.client.execute(operation: "GetGameSessionLogUrl", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.  To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.  To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.  Learn more   Remotely Access Fleet Instances   Debug Fleet Issues   Related operations     DescribeInstances     GetInstanceAccess
    public func getInstanceAccess(_ input: GetInstanceAccessInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<GetInstanceAccessOutput> {
        return self.client.execute(operation: "GetInstanceAccess", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.  Returned aliases are not listed in any particular order.     CreateAlias     ListAliases     DescribeAlias     UpdateAlias     DeleteAlias     ResolveAlias
    public func listAliases(_ input: ListAliasesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListAliasesOutput> {
        return self.client.execute(operation: "ListAliases", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.   Build resources are not listed in any particular order.   Learn more    Upload a Custom Server Build   Related operations     CreateBuild     ListBuilds     DescribeBuild     UpdateBuild     DeleteBuild
    public func listBuilds(_ input: ListBuildsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListBuildsOutput> {
        return self.client.execute(operation: "ListBuilds", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves a collection of fleet resources for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.  Fleet resources are not listed in a particular order.   Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes     UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func listFleets(_ input: ListFleetsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListFleetsOutput> {
        return self.client.execute(operation: "ListFleets", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.   Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func listGameServerGroups(_ input: ListGameServerGroupsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListGameServerGroupsOutput> {
        return self.client.execute(operation: "ListGameServerGroups", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.   Learn more   GameLift FleetIQ Guide   Related operations     RegisterGameServer     ListGameServers     ClaimGameServer     DescribeGameServer     UpdateGameServer     DeregisterGameServer
    public func listGameServers(_ input: ListGameServersInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListGameServersOutput> {
        return self.client.execute(operation: "ListGameServers", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves script records for all Realtime scripts that are associated with the AWS account in use.   Learn more   Amazon GameLift Realtime Servers   Related operations     CreateScript     ListScripts     DescribeScript     UpdateScript     DeleteScript
    public func listScripts(_ input: ListScriptsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListScriptsOutput> {
        return self.client.execute(operation: "ListScripts", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:   Build   Script   Fleet   Alias   GameSessionQueue   MatchmakingConfiguration   MatchmakingRuleSet   To list tags for a resource, specify the unique ARN value for the resource.  Learn more   Tagging AWS Resources in the AWS General Reference    AWS Tagging Strategies   Related operations     TagResource     UntagResource     ListTagsForResource
    public func listTagsForResource(_ input: ListTagsForResourceRequest, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ListTagsForResourceResponse> {
        return self.client.execute(operation: "ListTagsForResource", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.  Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences. You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy. Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.  Target-based policy  A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.  For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.  To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.  Rule-based policy  A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.  For example, a policy may make the following statement: "If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%." A policy's rule statement has the following structure: If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. To implement the example, the rule statement would look like this: If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10]. To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.    DescribeFleetCapacity     UpdateFleetCapacity     DescribeEC2InstanceLimits    Manage scaling policies:    PutScalingPolicy (auto-scaling)    DescribeScalingPolicies (auto-scaling)    DeleteScalingPolicy (auto-scaling)     Manage fleet actions:    StartFleetActions     StopFleetActions
    public func putScalingPolicy(_ input: PutScalingPolicyInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<PutScalingPolicyOutput> {
        return self.client.execute(operation: "PutScalingPolicy", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.  To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response. Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.   Learn more   GameLift FleetIQ Guide   Related operations     RegisterGameServer     ListGameServers     ClaimGameServer     DescribeGameServer     UpdateGameServer     DeregisterGameServer
    public func registerGameServer(_ input: RegisterGameServerInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<RegisterGameServerOutput> {
        return self.client.execute(operation: "RegisterGameServer", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild. To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.  Learn more    Create a Build with Files in S3   Related operations     CreateBuild     ListBuilds     DescribeBuild     UpdateBuild     DeleteBuild
    public func requestUploadCredentials(_ input: RequestUploadCredentialsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<RequestUploadCredentialsOutput> {
        return self.client.execute(operation: "RequestUploadCredentials", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves the fleet ID that an alias is currently pointing to.    CreateAlias     ListAliases     DescribeAlias     UpdateAlias     DeleteAlias     ResolveAlias
    public func resolveAlias(_ input: ResolveAliasInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ResolveAliasOutput> {
        return self.client.execute(operation: "ResolveAlias", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended. To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.   Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func resumeGameServerGroup(_ input: ResumeGameServerGroupInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ResumeGameServerGroupOutput> {
        return self.client.execute(operation: "ResumeGameServerGroup", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:    gameSessionId -- A unique identifier for the game session. You can use either a GameSessionId or GameSessionArn value.     gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be unique to a game session.    gameSessionProperties -- Custom data defined in a game session's GameProperty parameter. GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a string to search the data values for. For example, to search for game sessions with custom data containing the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl". All custom data values are searched as strings.    maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with CreateGameSession or updating with UpdateGameSession.    creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.    playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.    hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum number of players. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.     Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.   To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.  You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.    CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func searchGameSessions(_ input: SearchGameSessionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<SearchGameSessionsOutput> {
        return self.client.execute(operation: "SearchGameSessions", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.  To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes     UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func startFleetActions(_ input: StartFleetActionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StartFleetActionsOutput> {
        return self.client.execute(operation: "StartFleetActions", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out. A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request. When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order. Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.  To place a new game session request, specify the following:   The queue name and a set of game session properties and settings   A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request   (Optional) A set of player data and a unique player ID for each player that you are joining to the new game session (player data is optional, but if you include it, you must also provide a unique ID for each player)   Latency data for all players (if you want to optimize game play for the players)   If successful, a new game session placement is created. To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.     CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func startGameSessionPlacement(_ input: StartGameSessionPlacementInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StartGameSessionPlacementOutput> {
        return self.client.execute(operation: "StartGameSessionPlacement", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.  To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed.  The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see  How Amazon GameLift FlexMatch Works.   Learn more    Backfill Existing Games with FlexMatch    How GameLift FlexMatch Works   Related operations     StartMatchmaking     DescribeMatchmaking     StopMatchmaking     AcceptMatch     StartMatchBackfill
    public func startMatchBackfill(_ input: StartMatchBackfillInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StartMatchBackfillOutput> {
        return self.client.execute(operation: "StartMatchBackfill", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. If you're also using GameLift hosting, a new game session is started for the matched players. Each matchmaking request identifies one or more players to find a match for, and specifies the type of match to build, including the team configuration and the rules for an acceptable match. When a matchmaking request identifies a group of players who want to play together, FlexMatch finds additional players to fill the match. Match type, rules, and other features are defined in a MatchmakingConfiguration.  To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. For each player, you must also include the player attribute values that are required by the matchmaking configuration (in the rule set). If successful, a matchmaking ticket is returned with status set to QUEUED.  Track the status of the ticket to respond as needed. If you're also using GameLift hosting, a successfully completed ticket contains game session connection information. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.  Learn more    Add FlexMatch to a Game Client    Set Up FlexMatch Event Notification    FlexMatch Integration Roadmap    How GameLift FlexMatch Works   Related operations     StartMatchmaking     DescribeMatchmaking     StopMatchmaking     AcceptMatch     StartMatchBackfill
    public func startMatchmaking(_ input: StartMatchmakingInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StartMatchmakingOutput> {
        return self.client.execute(operation: "StartMatchmaking", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop triggering scaling events. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes. To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity.   Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes     UpdateFleetAttributes     StartFleetActions or StopFleetActions
    public func stopFleetActions(_ input: StopFleetActionsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StopFleetActionsOutput> {
        return self.client.execute(operation: "StopFleetActions", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.    CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func stopGameSessionPlacement(_ input: StopGameSessionPlacementInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StopGameSessionPlacementOutput> {
        return self.client.execute(operation: "StopGameSessionPlacement", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED. This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.  If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).   Learn more    Add FlexMatch to a Game Client   Related operations     StartMatchmaking     DescribeMatchmaking     StopMatchmaking     AcceptMatch     StartMatchBackfill
    public func stopMatchmaking(_ input: StopMatchmakingInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<StopMatchmakingOutput> {
        return self.client.execute(operation: "StopMatchmaking", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:    Instance type replacement - This activity evaluates the current game hosting viability of all Spot instance types that are defined for the game server group. It updates the Auto Scaling group to remove nonviable Spot Instance types, which have a higher chance of game server interruptions. It then balances capacity across the remaining viable Spot Instance types. When this activity is suspended, the Auto Scaling group continues with its current balance, regardless of viability. Instance protection, utilization metrics, and capacity scaling activities continue to be active.    To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.  Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func suspendGameServerGroup(_ input: SuspendGameServerGroupInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<SuspendGameServerGroupOutput> {
        return self.client.execute(operation: "SuspendGameServerGroup", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:   Build   Script   Fleet   Alias   GameSessionQueue   MatchmakingConfiguration   MatchmakingRuleSet   To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.   Learn more   Tagging AWS Resources in the AWS General Reference    AWS Tagging Strategies   Related operations     TagResource     UntagResource     ListTagsForResource
    public func tagResource(_ input: TagResourceRequest, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<TagResourceResponse> {
        return self.client.execute(operation: "TagResource", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:   Build   Script   Fleet   Alias   GameSessionQueue   MatchmakingConfiguration   MatchmakingRuleSet   To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.  Learn more   Tagging AWS Resources in the AWS General Reference    AWS Tagging Strategies   Related operations     TagResource     UntagResource     ListTagsForResource
    public func untagResource(_ input: UntagResourceRequest, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UntagResourceResponse> {
        return self.client.execute(operation: "UntagResource", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.    CreateAlias     ListAliases     DescribeAlias     UpdateAlias     DeleteAlias     ResolveAlias
    public func updateAlias(_ input: UpdateAliasInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateAliasOutput> {
        return self.client.execute(operation: "UpdateAlias", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.  Learn more    Upload a Custom Server Build   Related operations     CreateBuild     ListBuilds     DescribeBuild     UpdateBuild     DeleteBuild
    public func updateBuild(_ input: UpdateBuildInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateBuildOutput> {
        return self.client.execute(operation: "UpdateBuild", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes    Update fleets:    UpdateFleetAttributes     UpdateFleetCapacity     UpdateFleetPortSettings     UpdateRuntimeConfiguration       StartFleetActions or StopFleetActions
    public func updateFleetAttributes(_ input: UpdateFleetAttributesInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateFleetAttributesOutput> {
        return self.client.execute(operation: "UpdateFleetAttributes", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type. Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments. To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the "Limit Exceeded" exception occurs.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes    Update fleets:    UpdateFleetAttributes     UpdateFleetCapacity     UpdateFleetPortSettings     UpdateRuntimeConfiguration       StartFleetActions or StopFleetActions
    public func updateFleetCapacity(_ input: UpdateFleetCapacityInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateFleetCapacityOutput> {
        return self.client.execute(operation: "UpdateFleetCapacity", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes    Update fleets:    UpdateFleetAttributes     UpdateFleetCapacity     UpdateFleetPortSettings     UpdateRuntimeConfiguration       StartFleetActions or StopFleetActions
    public func updateFleetPortSettings(_ input: UpdateFleetPortSettingsInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateFleetPortSettingsOutput> {
        return self.client.execute(operation: "UpdateFleetPortSettings", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.  Use this operation to update the following types of game server information. You can make all three types of updates in the same request:   To update the game server's utilization status, identify the game server and game server group and specify the current utilization status. Use this status to identify when game servers are currently hosting games and when they are available to be claimed.   To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.   To change game server metadata, provide updated game server data.   Once a game server is successfully updated, the relevant statuses and timestamps are updated.  Learn more   GameLift FleetIQ Guide   Related operations     RegisterGameServer     ListGameServers     ClaimGameServer     DescribeGameServer     UpdateGameServer     DeregisterGameServer
    public func updateGameServer(_ input: UpdateGameServerInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateGameServerOutput> {
        return self.client.execute(operation: "UpdateGameServer", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    ///  This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts. To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.  Learn more   GameLift FleetIQ Guide   Related operations     CreateGameServerGroup     ListGameServerGroups     DescribeGameServerGroup     UpdateGameServerGroup     DeleteGameServerGroup     ResumeGameServerGroup     SuspendGameServerGroup     DescribeGameServerInstances
    public func updateGameServerGroup(_ input: UpdateGameServerGroupInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateGameServerGroupOutput> {
        return self.client.execute(operation: "UpdateGameServerGroup", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.     CreateGameSession     DescribeGameSessions     DescribeGameSessionDetails     SearchGameSessions     UpdateGameSession     GetGameSessionLogUrl    Game session placements    StartGameSessionPlacement     DescribeGameSessionPlacement     StopGameSessionPlacement
    public func updateGameSession(_ input: UpdateGameSessionInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateGameSessionOutput> {
        return self.client.execute(operation: "UpdateGameSession", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.   Learn more    Using Multi-Region Queues   Related operations     CreateGameSessionQueue     DescribeGameSessionQueues     UpdateGameSessionQueue     DeleteGameSessionQueue
    public func updateGameSessionQueue(_ input: UpdateGameSessionQueueInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateGameSessionQueueOutput> {
        return self.client.execute(operation: "UpdateGameSessionQueue", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.   Learn more    Design a FlexMatch Matchmaker   Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func updateMatchmakingConfiguration(_ input: UpdateMatchmakingConfigurationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateMatchmakingConfigurationOutput> {
        return self.client.execute(operation: "UpdateMatchmakingConfiguration", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status. To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations. Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; runtime configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.  Learn more   Setting up GameLift Fleets   Related operations     CreateFleet     ListFleets     DeleteFleet     DescribeFleetAttributes    Update fleets:    UpdateFleetAttributes     UpdateFleetCapacity     UpdateFleetPortSettings     UpdateRuntimeConfiguration       StartFleetActions or StopFleetActions
    public func updateRuntimeConfiguration(_ input: UpdateRuntimeConfigurationInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateRuntimeConfigurationOutput> {
        return self.client.execute(operation: "UpdateRuntimeConfiguration", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Updates Realtime script metadata and content. To update script metadata, specify the script ID and provide updated name and/or version values.  To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script. If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.   Learn more   Amazon GameLift Realtime Servers   Related operations     CreateScript     ListScripts     DescribeScript     UpdateScript     DeleteScript
    public func updateScript(_ input: UpdateScriptInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<UpdateScriptOutput> {
        return self.client.execute(operation: "UpdateScript", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }

    /// Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.  Learn more     Build a Rule Set     Related operations     CreateMatchmakingConfiguration     DescribeMatchmakingConfigurations     UpdateMatchmakingConfiguration     DeleteMatchmakingConfiguration     CreateMatchmakingRuleSet     DescribeMatchmakingRuleSets     ValidateMatchmakingRuleSet     DeleteMatchmakingRuleSet
    public func validateMatchmakingRuleSet(_ input: ValidateMatchmakingRuleSetInput, logger: Logger = AWSClient.loggingDisabled, on eventLoop: EventLoop? = nil) -> EventLoopFuture<ValidateMatchmakingRuleSetOutput> {
        return self.client.execute(operation: "ValidateMatchmakingRuleSet", path: "/", httpMethod: .POST, serviceConfig: self.config, input: input, logger: logger, on: eventLoop)
    }
}

extension GameLift {
    /// Initializer required by `AWSService.with(middlewares:timeout:byteBufferAllocator:options)`. You are not able to use this initializer directly as there are no public
    /// initializers for `AWSServiceConfig.Patch`. Please use `AWSService.with(middlewares:timeout:byteBufferAllocator:options)` instead.
    public init(from: GameLift, patch: AWSServiceConfig.Patch) {
        self.client = from.client
        self.config = from.config.with(patch: patch)
    }
}
